extends Node func handle_event(_event_data, dialog_node): " \n If this event should wait for dialog advance to occur, uncomment the WAITING line \n If this event should block the dialog from continuing, uncomment the WAITINT_INPUT line \n While other states exist, they generally are not neccesary, but include IDLE, TYPING, and ANIMATING \n " Dialogic.save(Dialogic.get_variable("SaveSlotName")) SceneManagerSingleton.TakeScreenShot(Dialogic.get_variable("SaveSlotName")) dialog_node._load_next_event() dialog_node.set_state(dialog_node.state.READY)